My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Mediocre

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Wizard Magic Archer Mega Knight Lava Hound

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Lava Hound

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Freeze

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Magic Archer Mega Knight Lava Hound

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Magic Archer

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Lava Hound
Giant Snowball
Bats Lava Hound
Zap
Bats Lava Hound
Barbarian Barrel
Knight Wizard Magic Archer
The Log
Earthquake
Arrows
Bats Lava Hound
Royal Delivery
Bats Knight Wizard Magic Archer Lava Hound
Fireball
Wizard Magic Archer Lava Hound
Poison
Bats Wizard Magic Archer Lava Hound
Lightning
Knight Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Freeze Magic Archer Mega Knight

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Arrows Knight Freeze Mega Knight

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard Lava Hound

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Arrows Knight Freeze Magic Archer Wizard Mega Knight Lava Hound

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 Bats Arrows Knight Freeze

Attack Synergies 4 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Knight Mega Knight Lava Hound
Arrows
Lava Hound Knight Freeze Mega Knight
Knight
Bats Arrows Wizard Magic Archer
Wizard
Knight Mega Knight
Freeze
Arrows
Magic Archer
Knight Mega Knight Lava Hound
Mega Knight
Bats Arrows Wizard Magic Archer
Lava Hound
Bats Arrows Magic Archer

Defense Synergies 3 8

Bats
Knight Freeze Mega Knight
Arrows
Mega Knight Knight
Knight
Bats Magic Archer Arrows Wizard
Wizard
Knight Freeze Mega Knight
Freeze
Bats Wizard Mega Knight
Magic Archer
Knight Mega Knight
Mega Knight
Arrows Bats Wizard Freeze Magic Archer
Lava Hound

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Wizard Magic Archer
Bats Knight Mega Knight
Mega Knight Bats Knight Freeze
Bats Knight Mega Knight
Arrows Mega Knight
Arrows Freeze Bats Magic Archer Mega Knight
Bats Arrows Wizard Freeze Magic Archer
Arrows Magic Archer Mega Knight
Knight Mega Knight
Bats Arrows Knight Wizard Freeze Magic Archer Mega Knight
Arrows Bats Wizard Magic Archer
Mega Knight Bats Knight Wizard Freeze
Wizard Mega Knight Bats Arrows Freeze Magic Archer
Knight Mega Knight
Freeze Mega Knight
Wizard Mega Knight Bats Arrows Knight
Arrows Mega Knight Bats Knight Wizard Magic Archer
Arrows Wizard Freeze Bats Knight Magic Archer Mega Knight
Wizard Mega Knight Bats Arrows Knight

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Mega Knight
Arrows Knight Wizard Magic Archer Mega Knight
Mega Knight Bats Knight
Mega Knight Bats Knight
Knight Mega Knight
Arrows Wizard Bats Freeze Magic Archer
Bats Knight
Mega Knight Knight
Freeze Mega Knight Bats Knight Magic Archer
Mega Knight Bats Knight
Mega Knight Arrows
Mega Knight Knight Wizard
Wizard Magic Archer Mega Knight
Bats Knight Freeze Magic Archer
Bats Arrows Mega Knight Wizard Freeze Magic Archer
Arrows

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Magic Archer Arrows Knight Freeze
Arrows Magic Archer
Arrows Magic Archer
Arrows Knight Freeze
Wizard Arrows Magic Archer Mega Knight
Arrows Wizard Bats Freeze Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard Freeze Magic Archer
Arrows Wizard
Bats
Arrows Knight Wizard Magic Archer
Arrows Wizard Magic Archer
Knight Magic Archer
Arrows Freeze Magic Archer
Arrows Magic Archer
Arrows Wizard Magic Archer
Magic Archer Arrows Wizard Mega Knight
Arrows Freeze
Bats
Arrows Wizard Magic Archer Mega Knight
Arrows Wizard Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows Wizard
Arrows
Arrows Freeze Wizard Magic Archer Mega Knight
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer Mega Knight
Arrows Magic Archer
Bats Arrows Wizard Magic Archer
Bats Wizard Freeze
Arrows Wizard Magic Archer Mega Knight
Arrows Freeze Magic Archer
Mega Knight
Arrows Wizard Magic Archer
Bats Freeze Magic Archer
Arrows Wizard Magic Archer
Freeze
Arrows
Knight Wizard Magic Archer Mega Knight
Arrows Wizard Magic Archer
Arrows
Mega Knight
Bats Freeze Magic Archer
Bats Magic Archer
Freeze Magic Archer Mega Knight
Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: